File: invocation-id-basic.shader_test

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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader]
#version 150

void main()
{
}

[geometry shader]
#version 150
#extension GL_ARB_gpu_shader5 : enable

layout(invocations = 4, points) in;
layout(triangle_strip, max_vertices = 4) out;

void emit(vec2 v2)
{
  gl_Position.xy = v2;
  gl_Position.zw = vec2(0, 1);
  EmitVertex();
}

void main()
{
  int i = gl_InvocationID;

  vec2 v;
  v.x = -1.0 + float(i & 1);
  v.y = -1.0 + float((i & 2) / 2);

  if (i >= 0 && i < 4) {
    emit(v);
    emit(v + vec2(1, 0));
    emit(v + vec2(0, 1));
    emit(v + vec2(1, 1));
    EndPrimitive();
  }
}

[fragment shader]
#version 150

void main()
{
  gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}

[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_POINTS 0 1
probe all rgba 0.0 1.0 0.0 1.0